Just to be 100% clear about the culture, people don't pirate because "not buying" is "hard" -- what an absurdity; not buying is like not eating, it's the easiest thing ever: just
don't do something. (I mean, you can whine about biological urges for distraction and nutrition maybe, but on a case-by-case basis, it's really as simple as not going out of your way.)
People pirate because it's available. The advice of "don't buy it" (by which you really mean don't play it) is therefore pointless moralizing; it's not going to sway people who are looking for something available to play.
If you just think abstractly about the problem as a bunch of kids who are bored and looking to play, and they come upon a ball which is not being used by anyone, that is a better mental model. Why are they playing with this ball that is not theirs? Because belonging is an abstract social relation which has far less cognitive importance to the kids than the immediacy of play, so who cares who the ball belongs to. Will having someone standing atop the ball forcing them to pay a fee to use it cause them to fairly pay for the ball? Probably not, because that's not the model that they're working under. Certainly it gets worse if they try to force every single kid to pay independently for a ball that they can share. "But surely someone made that ball, and made it available, and should be compensated for this!" Well, kind of. I think from the pirate's perspective that's already been taken care of, so to speak: the developers were paid for their creative works, while the pirate community has paid for the networking which made the content available, so if you're asking her to pay for anything, she is paying perhaps some investor, or perhaps she is paying for a future game title to be produced.
(Notice that none of this really "defends" any "side". In order to understand what's going on and try to work on a solution, I'm basically checking that sort of judgmentalism at the door.)